Electoral College

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Electoral College
Designer: Comrogue
Type: Geographical
Countries: 108 (Extra Large)
Board Info
Reviews Launch Game
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Electoral College is a game by Comrogue based on the voting system used to elect the President of the United States. It is a high-bonus game with a lot of action, often featuring intense battle over particular states. Aggressive and defensive strategies can both succeed on this map, but don't expect traditional continent-style gameplay. Electoral College may be played with 2 to 8 players, using individual or team rules, although individual games of 4 to 6 players are generally best. It is currently one of the most highly rated games on Warfish.

Contents

[edit] Rules

Electoral College uses non-standard Warfish rules. Players receive a flat +5 income each turn, regardless of the total number of territories held. In addition, players receive continent bonuses, which in this game are conceived as "electoral votes." Each state is a continent. In states with a single territory, like Nebraska or West Virginia, you get a +1 bonus for holding the state. In larger states, you must hold all territories to win the electoral votes and get the continent bonus.

[edit] Swing State Defense

The swing states (marked with a black star) are hard to defend. Attackers gain one die and defenders lose one die when the attack comes from out of state. Attacks within state are not affected by this rule. Think twice before leaving a lot of armies in swing states, as they can be easily defeated.

[edit] Swing State Combos

Coastline attack: Blue hits red from a distance of up to three territories along the coast.
Coastline attack: Blue hits red from a distance of up to three territories along the coast.

Players receive additional bonuses for holding groups of swing states. This is usually possible only if you are able to protect these combos behind a strong border, and often these combos do not come into play until late in the game.

  • New West + 4 = Colorado, New Mexico, Nevada
  • Heartland + 3 = Iowa, Missouri
  • Rust Belt + 6 = Michigan, Ohio
  • Atlantic + 7 = New Hampshire, Virginia, Florida

[edit] Coastline Attack

Players may attack by sea for a distance of three territories along any coast or shoreline. This rule is designed to help the board balance properly. In the Great Lakes, ships pass through the narrow strait connecting Lake Michigan to the other lakes, as shown in this graphic. There are two exceptions to the coastline attack: Anchorage (Alaska) is connected only to Seattle (Washington), and Honolulu (Hawaii) is connected only to Los Angeles (California).

[edit] Strategy

There are no true choke points in this game. Players win blocks of states and hold them by sheer force. As the game begins, consolidate and fortify your base states in a regional bloc. States with only one territory are especially valuable, because the bonus can be more easily defended. When you have established a power base, you can make a play for the swing states and the larger states. A more aggressive strategy is to try to hold the swing states immediately, but be careful -- units in swing states are very easy to defeat.

Keep a close eye on the balance of power. A total of 108 electoral votes + 20 swing state bonus armies are available in every round. If you don't establish a strong coalition in the early rounds -- or if you let your opponent establish a stronger one -- you'll find it hard to catch up.

Games may be won from a variety of places on the board. Try these strategies for victory:

  • Start in New England and then expand through the northeast.
  • Start with a lock on the Mid-Atlantic and then move to the northeast, south, or central states.
  • Start in the central states with a hold on Indiana or Minnesota/Wisconsin, and then try to hold Illinois.
  • Start with a strong hold on the Pacific Northwest, and then expand through the Northern Plains or down the West Coast.
  • Start defensively with single-territory states in the Great Plains and then make a move east, west, or south later in the game.
  • Start with a lock on the Idaho-Utah-Arizona chokepoint, and then try to hold the West Coast.
  • Start by holding Texas, using Oklahoma to strengthen your border.
  • Start in the southeast, building outward from a few key states until you hold the entire South.

In the early game, look for states with strategic advantages:

  • Indiana, Arizona, Georgia, and North Carolina allow you to defend the inside territory with only one army.
  • The Alaska/Washington, Minnesota/Wisconsin, and Illinois/Indiana combos also allow you to "create" an inside territory.
  • Coastline territories and large territories like Oklahoma have many borders and allow you to move armies easily across the map.
  • Single-territory states are valuable, because if you lose one, you don't lose your entire bonus. Better to hold 11 single-territory states than the 11 territories of California.
  • Then again, if you spend all your time sitting in single-territory states, you may find it hard to build a large regional coalition to compete with the high bonuses of your opponents in the late game.

In the later game, look for states that form strong borders for your regional bloc:

  • Never use a swing state as an outside border. The armies you put there will be defeated.
  • Because of the way the territories connect, some borders are stronger in one direction than in the other. For example, the Kentucky/Tennessee border is stronger on the north than on the south, because Kentucky only has to defend Louisvlle, while Tennessee must defend Nashville and Knoxville.
  • Don't forget about the coastline attack! Remember to defend your coastline borders.
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